Author Topic: Water textures  (Read 3698 times)

Offline USRanger

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Water textures
« on: August 30, 2009, 07:43:37 PM »
Water textures now work under the .bmps called wntt001 through wntt0012, so it is now possible to have up to 12 underwater textures on one terrain.  If you place a new water texture in your texsrc folder and name it wntt0001, when you "paint" your water using grass(nt0001) you will see this new underwater texture.  Want to add another underwater texture?  Place a second .bmp in your texsrc and call it wntt0002.  Now when you paint your water with forrest(ntt0002)  you will see the second water texture you placed in there.  Repeat up to wntt0012 if desired.  Should make for some really neat coral reefs & such.

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Offline caldera

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Re: Water textures
« Reply #1 on: August 30, 2009, 07:59:40 PM »
Can you make some artificial reefs of sunken carriers?
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Offline USRanger

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Re: Water textures
« Reply #2 on: August 30, 2009, 08:10:26 PM »
 :lol It's possible with the tools we have now.

I hope they get this "Resource Build Failed" error thing taken care of soon so I can actually make a terrain. :(
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Offline mrmidi

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Re: Water textures
« Reply #3 on: August 30, 2009, 08:20:19 PM »
I have been able to create 2 working test terrains.
They are basic with 1 or 2 fields or a field and a port as with one of them.
Clip board map tool worked and the build worked.

I'll get the source files and the .res file loaded up on my file server shortly
if you want to take a look at them.

 :salute
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Offline USRanger

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Re: Water textures
« Reply #4 on: August 30, 2009, 08:43:22 PM »
Can you make some artificial reefs of sunken carriers?

Here ya go. :aok Please ignore the jets on deck. :lol




Sounds good midi. :aok
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Offline mrmidi

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Re: Water textures
« Reply #5 on: August 30, 2009, 08:46:40 PM »
The two files are here.

Each file has a .res file as well as the terrain source files, let me know if you have any problems with them or
building them from source.

http://www.mrmidi.net/dloads/AH/New_TE/land.zip

http://www.mrmidi.net/dloads/AH/New_TE/new512.zip

 :salute
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Offline USRanger

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Re: Water textures
« Reply #6 on: August 30, 2009, 08:47:48 PM »
Thank ya brother. :salute
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Offline caldera

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Re: Water textures
« Reply #7 on: August 30, 2009, 08:49:02 PM »
Haha that's awesome Ranger.  Would be cool to have it only partially submerged so someone that's AFK while NOE becomes DOA.  :devil
"Then out spake brave Horatius, the Captain of the gate:
 To every man upon this earth, death cometh soon or late.
 And how can man die better, than facing fearful odds.
 For the ashes of his fathers and the temples of his Gods."

Offline USRanger

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Re: Water textures
« Reply #8 on: August 30, 2009, 09:08:59 PM »
Thanks midi, but I'm still getting a Resource Build Fail error, even with yours.  Dangit.
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Offline Strip

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Re: Water textures
« Reply #9 on: August 30, 2009, 09:25:58 PM »
Haha that's awesome Ranger.  Would be cool to have it only partially submerged so someone that's AFK while NOE becomes DOA.  :devil

With custom objects thats possible.....

 :x

Offline USRanger

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Re: Water textures
« Reply #10 on: August 30, 2009, 09:27:31 PM »
I uninstalled the Editor and did a fresh re-install.  I then put only midi's (working) .res in my ahterrain folder, opened it up in the Editor, saw it was there & fine, hit build and....same error.  Ugh.
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Offline mrmidi

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Re: Water textures
« Reply #11 on: August 30, 2009, 09:40:08 PM »
interesting....

I have deleted the source files in the editor folder and then unzipped the ones I gave you and rebuilt them
no problems.

Which one did you try?  the "land.zip" file is a smaller terrain 64 x 64, and the other is like it's name implies 512 x 512

lemme know.

 :salute
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Offline soda72

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Re: Water textures
« Reply #12 on: August 30, 2009, 10:02:03 PM »
I tried land and it built for me without any issues..

I guess it's just you ranger..


Offline USRanger

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Re: Water textures
« Reply #13 on: August 30, 2009, 10:07:24 PM »
 :cry
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Offline Saxman

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Re: Water textures
« Reply #14 on: August 30, 2009, 11:18:56 PM »
Someone has SERIOUSLY got to update the Solomons terrain to include some sunken ships in Ironbottom Sound.
Ron White says you can't fix stupid. I beg to differ. Stupid will usually sort itself out, it's just a matter of making sure you're not close enough to become collateral damage.